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The former additive shader wasn't working for me, so I made the working version. This is my first ever shader, I don't even know what this script language is called and never read any doc about shaders, but hey it's working, so feel free to grab :) Shader "Projector/AdditiveTint" { Properties{ _Color("Tint Color", Color) = (1,...


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Here's a starting point, using a float variable _Density to control how many repeats you get. float3 n = normalize(IN.worldNormal); // Get longitude (x) in the range -1...1, and latitude (y) in the range (-0.5...0.5). float2 longLat = float2(atan2(n.z, n.x), asin(n.y)) / 3.141592653589f; // Count how many rows we can fit top ...


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The issue is Z-fighting. The gpu, when choosing which pixels to write to the back buffer, write using a sort of painter's algorithm, farthest away, to closest, for each pixel. This is called depth testing. Normally, this would be caused by two objects occupying the same depth in the depth buffer, but you are bypassing that, in an attempt to achieve ...


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